forgot to check in explanation font
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+3
-22
@@ -28,8 +28,6 @@ kitsappt photos
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slower eval bar tween
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slower eval bar tween
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max style judge tween
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add turns to editor
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add turns to editor
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sample pop
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sample pop
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@@ -38,26 +36,17 @@ fix screwed up scroll bar
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ready, here we go between each stage of a course
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ready, here we go between each stage of a course
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team seattle link
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send disc to Penny Arcade
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send disc to Penny Arcade
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different top bar frame for oni
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get rid of demonstration box.
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rename "gameplay top frame", "bototm frame" to "life frame", score frame"
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long ver, marathon balloons
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long ver, marathon balloons
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flag for use hold head
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warning screen
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warning screen
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explanation text in options
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lyrics
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lyrics
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team seattle link
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flag for use hold head
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//////////////////////
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//////////////////////
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Animachanic suggestions:
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Animachanic suggestions:
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@@ -160,16 +149,8 @@ texture cache
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groove radar smoothing and texture effects
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groove radar smoothing and texture effects
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couple changes
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options tabs on Select Music.
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options tabs on Select Music.
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Actor::TweenOffScreen/TweenOnScreen
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merge noteskins and themes
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couple data format
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way to select edits
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way to select edits
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smoother music wheel scroll
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smoother music wheel scroll
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@@ -486,7 +486,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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for( l=0; l<NUM_JUDGE_LINES; l++ )
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for( l=0; l<NUM_JUDGE_LINES; l++ )
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{
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{
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// EZ2 should hide these things by placing them off screen with theme metrics
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// EZ2 should hide these things by placing them off screen with theme metrics
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m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","evaluation judge labels") );
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m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","evaluation judge labels 1x7") );
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m_sprJudgeLabels[l].StopAnimating();
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m_sprJudgeLabels[l].StopAnimating();
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m_sprJudgeLabels[l].SetState( l );
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m_sprJudgeLabels[l].SetState( l );
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m_sprJudgeLabels[l].SetXY( JUDGE_LABELS_X, JUDGE_Y(l) );
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m_sprJudgeLabels[l].SetXY( JUDGE_LABELS_X, JUDGE_Y(l) );
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@@ -618,7 +618,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
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{
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{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
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continue; // skip
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continue; // skip
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if( GAMESTATE->m_pCurNotes[p] && GAMESTATE->m_pCurNotes[p]->m_iMeter >= 9 )
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if( GAMESTATE->m_pCurNotes[p] && GAMESTATE->m_pCurNotes[p]->m_iMeter >= 10 )
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bIsHard = true;
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bIsHard = true;
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}
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}
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